CleverNickName
Limit Break Dancing (He/They)
There's lots of chatter over in another thread about the Ranger class, and what it should be, and how it should look, and etc. I thought I'd take a little more, um, constructive approach, and write a new version that covers what I would like to see in the Ranger class.
So here's what I wanted in a ranger:
Thoughts? Suggestions? Criticism? Anger?
So here's what I wanted in a ranger:
- Item Crafting. I wanted the ranger to have the ability to craft useful items from the creatures they hunt. You know, give them a real, tangible reason to hunt these creatures in the first place. I felt this idea was largely missed in most renditions of the Ranger I've seen. So to help make it happen, I added a "Scrimshaw" ability that lets the ranger create magic items from antlers, bones, teeth, and whatever. It's a reskin of the artificer's Infusion ability. (I might change the name from "Infusions" later; this is just a WIP).
- Low magical ability. This is a heated topic in some corners of this forum. Well, for my part? I wanted a ranger to have access to cantrips and a small number of spells, but I did not want it to meet or exceed the spellcasting power of full casters. So I used the warlock's spellcasting mechanic, and adjusted it downward just a bit. I didn't tack on any of the other features, like Invocations or Mystic Arcanum abilities, though, because again: I didn't want the ranger to equal or exceed the warlock. And I gave the ranger a handful of cantrips from the druid list, but only because the Ranger list doesn't have cantrips.
- Average combat ability. This is also a heated topic elsewhere, but honestly? I didn't really think this needed to change. I kept the ranger's d10 hit dice, Extra Attack, weapon and armor proficiencies, and Fighting Style. I didn't want the ranger to meet or exceed the fighting ability of other combat-focused classes, and I think it's already there. It's certainly a
goodchoice for combat, but I don't think many would say it's the best choice. - Exceptional exploration. I wanted the ranger to exceed all other classes in the Exploration tier of play. In my opinion no other character class should be able to touch the ranger when it comes to scouting, exploring, hunting, foraging, camping, and such. And it was surprisingly easy to implement to my satisfaction: give the Ranger the Survival and Nature skills for free, and use the alternate features in Tasha's Cauldron of Everything. Now I understand that focusing on Exploration means that gamers who avoid or handwave this tier of play will have little use for the Ranger I've written. Like, if you don't do overland travel, if you don't run hex-crawl adventures, and if you don't track your rations, you're probably going to read this and shrug.
Character Class: Ranger
Summary: A wilderness-themed character class that focuses on exploration, item crafting, hunting, and survival.
CLASS FEATURES
As a ranger, you gain the following class features.
HIT POINTS
Hit Dice: 1d10 per ranger level (could be persuaded to go d8, though. But 1hp/level isn't a deal-breaker.)
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Ranger level after 1st
PROFICIENCIES
Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: Scrimshaw tools
Saving Throws: Strength, Dexterity
Skills: Rangers are skilled in Nature and Survival. They also choose two skills from the following list: Animal Handling, Athletics, Insight, Investigation, Perception, and Stealth.
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background.
CANTRIPS
At 1st level, you know two cantrips of your choice. You learn a third cantrip at 10th level, and a 4th cantrip at 14th level. These cantrips must be selected from the druid spell list.
When you gain a level in the ranger class, you can replace one of these cantrips you know with another cantrip from the druid spell list.
SPELL SLOTS
The Ranger table shows how many spell slots you have to cast your ranger spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your ranger spells of 1st level or higher, you must expend a spell slot. You regain all expended ranger spell slots when you finish a short or long rest.
For example, when you are 7th level, you have two 3rd-level spell slots. To cast the 1st-level spell Hunter's Mark, you must spend one of those slots, and you cast it as a 3rd-level spell.
SPELLS KNOWN OF 1st LEVEL AND HIGHER
At 1st level, you know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 7th level, for example, you learn a new ranger spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
SPELLCASTING ABILITY
Wisdom is your spellcasting ability for your ranger spells and cantrips, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the savin throw DC for a ranger spell you cast, and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.
Spell attack modifier = your proficiency bonus + your Wisdom modifier.
SCRIMSHAW
At 2nd level, you've gained the ability to enchant items made from the bones, teeth, scales, and other materials, turning these hand-crafted objects into magic items.
To use this feature, you will need a set of Scrimshaw Tools. You will also a suitable amount of appropriate materials (enough bone to make a ring, enough animal hide to make a suit of armor, enough scales to make a necklace, etc.). Your DM may require other specific items as well, such as teeth from a specific kind of dragon, or the pelt of a certain wolf.
Over the course of a long rest, you fashion the item from the raw materials: carving the bone fragments into a ring, stitching the hides together into a pair of boots, etc. When the long rest is completed, you enchant the item with one infusion of your choice, turning it into a magic item.
An infusion only works with certain types of objects, as specified in the infusion's description (and at your DM's discretion). If the item you create requires attunement, you can attune yourself to the item as you infuse it. If you decide to attune to the item later, you must do so using the normal process for attunement.
You can infuse more than one nommagical object at the end of a long rest; the maximum number of objects appears in the Scrimshaw Items column of the Ranger table. You must craft each of these objects yourself, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends and the newest infusion applies.
Infusions Known
When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this clas, as shown in the infusions column of the table below.
Whenever you gain a level in this class, you can replace one of the infusion you learned with a new one.
RANGER ARCHETYPES
This class variant does not modify or replace your favorite subclass options for the Ranger. Use whatever Ranger subclass you feel is the best for your character concept. (Personally, I'd run with Hunter.)
DEFT EXPLORER, CANNY, ROVING, TIRELESS, FAVORED FOE, PRIMAL AWARENESS, MARTIAL VERSATILITY, NATURE'S VEIL
These abilities and features are described on pages 56-57 of Tasha's Cauldron of Everything. Note that many of these abilities modify or replace the Ranger class features described in the SRD.
FIGHTING STYLE
As-written in the Player's Handbook. Note that there are new fighting styles on page 57 of Tasha's Cauldron of Everything.
TABLE: THE RANGER
(CleverNickName's Custom Homebrew Recipe)
Summary: A wilderness-themed character class that focuses on exploration, item crafting, hunting, and survival.
CLASS FEATURES
As a ranger, you gain the following class features.
HIT POINTS
Hit Dice: 1d10 per ranger level (could be persuaded to go d8, though. But 1hp/level isn't a deal-breaker.)
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Ranger level after 1st
PROFICIENCIES
Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: Scrimshaw tools
Saving Throws: Strength, Dexterity
Skills: Rangers are skilled in Nature and Survival. They also choose two skills from the following list: Animal Handling, Athletics, Insight, Investigation, Perception, and Stealth.
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background.
- (a) scale mail or (b) leather armor
- (a) two shortswords or (b) two simple melee weapons
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- A longbow and a quiver of 20 arrows
- A hunting knife, a hunting trap, and a set of Scrimshaw tools
CANTRIPS
At 1st level, you know two cantrips of your choice. You learn a third cantrip at 10th level, and a 4th cantrip at 14th level. These cantrips must be selected from the druid spell list.
When you gain a level in the ranger class, you can replace one of these cantrips you know with another cantrip from the druid spell list.
SPELL SLOTS
The Ranger table shows how many spell slots you have to cast your ranger spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your ranger spells of 1st level or higher, you must expend a spell slot. You regain all expended ranger spell slots when you finish a short or long rest.
For example, when you are 7th level, you have two 3rd-level spell slots. To cast the 1st-level spell Hunter's Mark, you must spend one of those slots, and you cast it as a 3rd-level spell.
SPELLS KNOWN OF 1st LEVEL AND HIGHER
At 1st level, you know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 7th level, for example, you learn a new ranger spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
SPELLCASTING ABILITY
Wisdom is your spellcasting ability for your ranger spells and cantrips, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the savin throw DC for a ranger spell you cast, and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.
Spell attack modifier = your proficiency bonus + your Wisdom modifier.
SCRIMSHAW
At 2nd level, you've gained the ability to enchant items made from the bones, teeth, scales, and other materials, turning these hand-crafted objects into magic items.
To use this feature, you will need a set of Scrimshaw Tools. You will also a suitable amount of appropriate materials (enough bone to make a ring, enough animal hide to make a suit of armor, enough scales to make a necklace, etc.). Your DM may require other specific items as well, such as teeth from a specific kind of dragon, or the pelt of a certain wolf.
Over the course of a long rest, you fashion the item from the raw materials: carving the bone fragments into a ring, stitching the hides together into a pair of boots, etc. When the long rest is completed, you enchant the item with one infusion of your choice, turning it into a magic item.
An infusion only works with certain types of objects, as specified in the infusion's description (and at your DM's discretion). If the item you create requires attunement, you can attune yourself to the item as you infuse it. If you decide to attune to the item later, you must do so using the normal process for attunement.
You can infuse more than one nommagical object at the end of a long rest; the maximum number of objects appears in the Scrimshaw Items column of the Ranger table. You must craft each of these objects yourself, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends and the newest infusion applies.
Infusions Known
When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this clas, as shown in the infusions column of the table below.
Whenever you gain a level in this class, you can replace one of the infusion you learned with a new one.
RANGER ARCHETYPES
This class variant does not modify or replace your favorite subclass options for the Ranger. Use whatever Ranger subclass you feel is the best for your character concept. (Personally, I'd run with Hunter.)
DEFT EXPLORER, CANNY, ROVING, TIRELESS, FAVORED FOE, PRIMAL AWARENESS, MARTIAL VERSATILITY, NATURE'S VEIL
These abilities and features are described on pages 56-57 of Tasha's Cauldron of Everything. Note that many of these abilities modify or replace the Ranger class features described in the SRD.
FIGHTING STYLE
As-written in the Player's Handbook. Note that there are new fighting styles on page 57 of Tasha's Cauldron of Everything.
TABLE: THE RANGER
(CleverNickName's Custom Homebrew Recipe)
Level | Proficiency Bonus | Infusions Known | Scrimshaw Items | Cantrips Known | Spells Known | Spell Slots | Slot Level | Features________________________________________________________________ |
1st | +2 | -- | -- | 2 | 2 | 1 | 1st | Cantrips, Favored Foe (1d4), Deft Explorer |
2nd | +2 | 4 | 2 | 2 | 2 | 2 | 1st | Fighting Style, Scrimshaw |
3rd | +2 | 4 | 2 | 2 | 3 | 2 | 1st | Primal Awareness, Ranger Archetype |
4th | +2 | 4 | 2 | 2 | 3 | 2 | 2nd | Ability Score Improvement, Martial Versatility |
5th | +3 | 4 | 2 | 2 | 4 | 2 | 2nd | Extra Attack |
6th | +3 | 6 | 3 | 2 | 4 | 2 | 2nd | Favored Foe (1d6), Roving |
7th | +3 | 6 | 3 | 2 | 5 | 2 | 3rd | Ranger archetype feature |
8th | +3 | 6 | 3 | 2 | 5 | 2 | 3rd | Ability Score Improvement, Land's Stride |
9th | +4 | 6 | 3 | 2 | 6 | 2 | 3rd | -- |
10th | +4 | 8 | 4 | 3 | 6 | 2 | 4th | Nature's Veil, Tireless |
11th | +4 | 8 | 4 | 3 | 7 | 2 | 4th | Ranger archetype feature |
12th | +4 | 8 | 4 | 3 | 7 | 2 | 4th | Ability Score Improvement |
13th | +5 | 8 | 4 | 3 | 8 | 2 | 5th | -- |
14th | +5 | 8 | 4 | 4 | 8 | 2 | 5th | Favored Foe (1d8), Vanish |
15th | +5 | 10 | 5 | 4 | 9 | 2 | 5th | Ranger archetype feature |
16th | +5 | 10 | 5 | 4 | 9 | 2 | 5th | Ability Score Improvement |
17th | +6 | 10 | 5 | 4 | 10 | 2 | 5th | -- |
18th | +6 | 12 | 6 | 4 | 10 | 2 | 5th | Feral Senses |
19th | +6 | 12 | 6 | 4 | 11 | 2 | 5th | Ability Score Improvement |
20th | +6 | 12 | 6 | 4 | 11 | 2 | 5th | Foe Slayer |
Thoughts? Suggestions? Criticism? Anger?
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